Managed to strand my Seamoth next to my base with no power and still trying to find the sub dock thing. Is there a way to charge the seamoth other than the dock?
I prefer to just replace the cell, then recharge the drained cell in a charging station. This way I'm not sitting around twiddling my thumbs while waiting for the charge to be done.
I remember my first 'moth I parked it with 35% health, and proceeded to make a new one. I had no clue that it could be repaired via the welder. It was almost the same with replacing the power cell.
I prefer to just replace the cell, then recharge the drained cell in a charging station. This way I'm not sitting around twiddling my thumbs while waiting for the charge to be done.
Twiddling your thumbs? Don't you have base maintenance to perform? Plants to tend? Newly bread fish to release into the wild? Pictures to gaze at?
I just let the SeaMoth charge in the Moonpool while I go about my business. I don't know how long it takes exactly but it seems super fast.
Twiddling your thumbs? Don't you have base maintenance to perform? Plants to tend? Newly bread fish to release into the wild? Pictures to gaze at?
I just let the SeaMoth charge in the Moonpool while I go about my business. I don't know how long it takes exactly but it seems super fast.
I guess he was refering to a situation without a Moonpool. If you have to recharge the Powercells via the recharger, then it'll take quite some time. At least as long as you do not have a fresh reserve Powercell you could just swap out.
That's pretty much how it is. If I don't have a moonpool I just swap out cells. I like to think using the charger is better because it does not instantly drain your sea base power to instantly charge the Seamoth.
I only use the Moonbase if I have a couple thermal plants powering my base, or if it is at least at a 400-500 cap, which can easily be done in the safe shallows with 8 or 9 solar panels.
The only time I truly got into utilizing my power cell chargers was when the cyclops came into the picture. Utilizing that as a mobile base, I frog hopped wreck to wreck while scavenging what resources I could. The only time I truly drained power from my cyclops was when I docked the seamoth inside of it.
But like mostly everyone is inputting here, two power cells are ideal, less wait time and more exploring; especially at the deeper depths.
Once you do get a Moonpool it might be worth your time to install the Solar Power upgrade on your Seamoth. Then it will never run out of power... so long as you don't go spelunking at night with it, of course. OK, so it can still run out of power, but even then you can just sit there and wait for it to recharge itself enough to float back to the surface, catch more rays and then work your way back to base for a proper fuel cell swap.
Have settled now with the 2 hull strength pieces and the electrocute piece. The torpedo and storage change as needed by the trip. One spare battery for Seamoth power round of my Seamoth setup. Have tested the Solar power but the slot it takes up is to valuable compared to carry one extra battery.
I always keep a storage module installed, on the upper left hull spot. I carry all the other upgrade modules, plus some survival supplies, in that storage module. The other three slots on the Seamoth I just outfit with whatever I need for the trip. Usually it's a perimeter defense, fully-upgraded hull reinforcement, and solar charger. I can swap them out with the torpedo or sonar modules, or an extra storage module if needed, keeping the spares in the one permanent storage module.
Unless I'm on a specialised mission I always run 1x depth upgrade (3rd level 900 meters) and 3x storage slots.
If I'm going into reaper turf to pick up signals I swap out a storage for the defence system but other than that I always want as much storage space as possible.
I have never even crafted a hull strength upgrade because it seems a complete waste of time. The SeaMoth has plenty of health and I always carry my welder so it's never even a problem. I don't remember ever falling below 50% health.
Same with power. It lasts for ages and if I fall below 15% power I go home with a packed moth and inventory full of stuff.
Comments
For an extensive, sometimes well-informed discussion on the physics and mechanics of deep diving, please see this thread:
http://forums.unknownworlds.com/discussion/143348/few-questions-about-gameplay-for-everyone-and-devs/p1
It's a good read if you can get through all of it
Kind of funny.
Twiddling your thumbs? Don't you have base maintenance to perform? Plants to tend? Newly bread fish to release into the wild? Pictures to gaze at?
I just let the SeaMoth charge in the Moonpool while I go about my business. I don't know how long it takes exactly but it seems super fast.
I guess he was refering to a situation without a Moonpool. If you have to recharge the Powercells via the recharger, then it'll take quite some time. At least as long as you do not have a fresh reserve Powercell you could just swap out.
The only time I truly got into utilizing my power cell chargers was when the cyclops came into the picture. Utilizing that as a mobile base, I frog hopped wreck to wreck while scavenging what resources I could. The only time I truly drained power from my cyclops was when I docked the seamoth inside of it.
But like mostly everyone is inputting here, two power cells are ideal, less wait time and more exploring; especially at the deeper depths.
If I'm going into reaper turf to pick up signals I swap out a storage for the defence system but other than that I always want as much storage space as possible.
I have never even crafted a hull strength upgrade because it seems a complete waste of time. The SeaMoth has plenty of health and I always carry my welder so it's never even a problem. I don't remember ever falling below 50% health.
Same with power. It lasts for ages and if I fall below 15% power I go home with a packed moth and inventory full of stuff.